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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

PhysicalWind Class

Warning
The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScript (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.
Inherits from: Physical

A PhysicalWind class is used to simulate a box-shaped area inside of which the wind is blowing. The wind gradually decreases up to the box boundaries.

Notice
A physical wind will affect only an object that meets the following requirements:
  • The object's bounds must be inside the physical wind box.
  • A cloth body or a rigid body must be assigned to the object. If the rigid body is used, a shape should be also assigned.

See Also#

  • An article on Physical Wind
  • A set of samples located in the <UnigineSDK>/data/samples/physicals folder:
    1. wind_00
    2. wind_01
    3. wind_02
    4. wind_03
    5. wind_04
    6. wind_05

PhysicalWind Class

Members


static PhysicalWind ( vec3 size ) #

Constructor. Creates a physical wind node of the specified size.

Arguments

  • vec3 size - Wind box size in units.

void setAngularDamping ( float damping ) #

Sets a value indicating how much the angular velocity of the objects decreases when they get inside the wind node.

Arguments

  • float damping - Angular damping value. If a negative value is provided, 0 will be used instead.

float getAngularDamping ( ) #

Returns the current value indicating how much the angular velocity of the objects decreases when they get inside the physical wind node.

Return value

Angular damping value.

void setLinearDamping ( float damping ) #

Sets a value indicating how much the linear velocity of the objects decreases when they get inside the wind node.

Arguments

  • float damping - Linear damping value. If a negative value is provided, 0 will be used instead.

float getLinearDamping ( ) #

Returns the current value indicating how much the linear velocity of the objects decreases when they get inside the wind node.

Return value

Linear damping value.

void setSize ( vec3 size ) #

Sets the size of the physical wind node.

Arguments

  • vec3 size - Wind box size in units.

vec3 getSize ( ) #

Returns the current size of the physical wind node.

Return value

Wind box size in units.

void setThreshold ( vec3 threshold ) #

Sets the threshold distance values along the coordinates axes relative to the wind node size (that is, inside of it). It determines the area of gradual change from zero to full wind velocity.

The threshold distance values form an invisible box, inside which the wind blows with full velocity:

Arguments

  • vec3 threshold - Threshold distance in units.

vec3 getThreshold ( ) #

Returns the current threshold distance values along the coordinates axes relative to the wind node size (that is, inside of it). It determines the area of gradual change from zero to full wind velocity. See also setThreshold().

Return value

Threshold distance in units.

void setVelocity ( vec3 velocity ) #

Sets the velocity of the physical wind flow along the axes.

Arguments

  • vec3 velocity - Velocity in units per second.

vec3 getVelocity ( ) #

Returns the current velocity of the physical wind flow along the axes.

Return value

Velocity in units per second.

static int type ( ) #

Returns the type of the node.

Return value

Physical type identifier.
Last update: 2021-12-13
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